![]() ![]() Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it she dbright light in a 30-foot radius, and dim light for an additional 30 feet. When you do so, undead have disadvantage on their saving throw against the effect. Turn Undead: If you ahve the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol with using that feature. It can repeat the saving throw at the end of eahc of its turns to end the effect on itself. On a failed save, a target is paralyzed for 1 minute. Vampires and vampire spawn with 30 feet of the holy syjmbol when it flares must make a DC 15 Wisdom saving throw. The reason I list this gear is it allows you to reach level 25 Holy Bolt, which allows you to shoot 3 bolts, not just two. If you get faster cast rate gear that will also allow you to spam Holy Bolt more quickly. You’ll want to stack some magic find with what you have. Hold Vampires: As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. The rest of the gear you will probably be a mixture of rares and magic items. It regains 1d6 + 4 charges daily at dawn. The object has 10 charges for the following properties. Meant to be used to seal monsters and Dark Lords in secluded fields.The holy symbol is a platinum amulet with a red crystal gem shaped like a raven in the center. Sealing Magic: A spell very similar to the Monster Sealing Ward from Divine Magic.It is a sub-magic created from Death Magic. Biometal: The magic created by M.M Rune to metallize body cells and manufacture Tousho. ![]() Please chip in, contributing what you know of this dear old game. For a little background or if you are just starting with this game, a good place to start would be with the Introduction.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |